;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
1       ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
3       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
100     ; Percent shield penalty for production type change
4       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
'Blitz' Bombing Doctrine,   4,-2,   U3, Ato, 3, 1    ; AFl    01
Great War Analysis,         5, 1,  nil, nil, 0, 0    ; Alp    02 Doubles the literacy demographics.
Improved Gear,              3,-2,  Bro, nil, 1, 0    ; Amp
Single-Seat Fighters,       4, 1,  Sea, Mat, 2, 1    ; Ast
Vertical Envelopment,       4,-1,  ToG, Phy, 2, 1    ; Ato    05
Land of the Free,           6,-1,   no,  no, 2, 2    ; Aut    06 1/2 of Modern + Increases population based pollution.
Heavy Bomber Airframe,      4, 1,   PT, nil, 3, 1    ; Ban
Modern Bridge Building,     4, 0,  nil, nil, 1, 4    ; Bri    08 Activates construction of roads (and railroads) in river squares.
Tank Destroyers,            6,-1,  Whe, Min, 1, 0    ; Bro
Light Tank Design,          5, 0,  nil, nil, 1, 0    ; Cer    10 Activates Temples
Laboratory Produced Fission,5,-1,  Uni, Med, 3, 3    ; Che
Tank Radio,                 4,-2,  Feu, nil, 1, 0    ; Chi
Mechanised Infantry,        4, 1,  Csc, Min, 0, 0    ; CoL
Formation Bombing,          5,-1,  AFl, nil, 3, 1    ; CA
Project Management,         5,-1,  Ref, ToG, 2, 3    ; Cmb    15
[Communism],                5, 0,   no,  no, 2, 2    ; Cmn    16 GOVERNMENT + Reduces Cathedrals + More partisans
Isotope Seperation Process, 4, 1,  Min,  MP, 3, 3    ; Cmp
Multi-Purpose Tank,         7,-1,  Ldr, Phi, 1, 0    ; Csc
[Construction],             4, 0,   no,  no, 0, 4    ; Cst    19 Allows settler units to build Fortresses.
Improved Heavy Tank,        4, 0,  Eco, nil, 1, 0    ; Cor
Four-Engined Bomber,        4, 1,  Ban, Min, 3, 1    ; Cur
Great Patriotic War,        5, 1,  Fli, nil, 0, 2    ; Dem    22 GOVERNMENT + Courthouse happy effect under Democracy
Increased Armour Thickness, 4, 1,  Stl, nil, 1, 0    ; Eco
Manpower Mobilization,      4, 0,  Mag, nil, 0, 0    ; E1
United States of America,   4, 1,  no,   no, 2, 2    ; E2     25 1/2 of Modern Style + 1 more happy citizen with collosseum
Totaler Krieg (Event),      4, 0,  nil,  no, 0, 3    ; Eng
Jet Fighter Design,         3, 1,  Cur, SFl, 1, 1    ; Env    27 Decreases population based pollution.
[Espionage],                2,-1,   no,  no, 3, 0    ; Esp
Modern Engineering,         5, 0,  nil, nil, 1, 4    ; Exp    29 Allows terrain transformation if connected with Engineer unit.
Infantry Support,           4,-1,  War, nil, 1, 0    ; Feu    30
German Deception (Event),   4,-1,  nil,  no, 0, 2    ; Fli    31 Reduces by 1/3 the bonus from caravans. 
[Socialism],                3,-2,   no,  no, 2, 2    ; Fun    32 GOVERNMENT
Improved Ship Speed,        3, 0,  Sup, nil, 2, 0    ; FP     33 Nuke plants meltdown free + ships move 25% more
Carpet Bombing Doctrine,    3, 2,   CA, nil, 3, 1    ; Gen
[Guerrilla Warfare],        4, 1,   no,  no, 3, 0    ; Gue    35 Activates Pratisans
[Gunpowder],                8,-2,   no,  no, 1, 2    ; Gun    36 Sells Barracks + 1 more maintenance + 1/2 Renaissance People style
Electric Turrets,           4,-1,  Met, nil, 1, 0    ; Hor
Entente,                    6, 0,   no,  no, 1, 2    ; Ind    38 Industrial City Style + Increases population based pollution + Oil trade
Zweiter Weltkrieg (Event),  6, 0,   nil, no, 0, 3    ; Inv    39 1/2 Renaissance People style + Reduces by 50% the bonus from caravans.          
Standard Parts,             5,-1,  Cer, nil, 1, 0    ; Iro    40
Quality Heavy Tank,         4,-1,  Cor, Sup, 1, 0    ; Lab
Race for the Bomb,          4, 0,  Cmb,  NP, 3, 3    ; Las
Medium Tank Design,         5,-1,  Chi, nil, 1, 0    ; Ldr
Combined Arms,              5, 2,  Alp, Feu, 0, 0    ; Lit    44 Doubles literacy demographics.
Synthetic Rubber,           4,-2,  Tac, Wri, 2, 3    ; Too    45
Twin-Engined Bomber,        4,-1,  Plu, Phy, 3, 1    ; Mag    46 Increases annual income demographics
Fixed-Wing Aircraft,        6,-1,  Rad, nil, 2, 1    ; Map    47 Allows civilizations to exchange maps.
Speer's Organisational Skills (Event),4,1,nil,no,0,3 ; Mas
Advanced Machine Tools,     5, 0,  Cor, nil, 2, 3    ; MP     49 Increases population based pollution.
Air-Land Battle Doctrine,   4,-1,  Alp, nil, 2, 1    ; Mat    50
Neoclassical Economics,     4, 0,  Phi, nil, 0, 1    ; Med    51 Decreases disease percentage 50%.
Improved Engine,            6,-2,  Tac, nil, 1, 0    ; Met
Advanced Welding,           4, 1,  Too, nil, 2, 3    ; Min
NOT WEST ALLIES,            8,-1,   no,  no, 1, 2    ; Mob    54 Sells Barracks + 1 more maintenance
[Monarchy],                 5, 1,   no,  no, 0, 2    ; Mon    55 GOVERNMENT
Soviet Cinema,              5, 1,   no,  no, 0, 2    ; MT     56 1/3 activates Cathedrals
Soviet Theatres,            4, 0,   no,  no, 0, 2    ; Mys    57 Improves Temples + 1/3 activates Cathedrals
German U-Boat Threat (Event),6,-1,  no,  no, 1, 2    ; Nav    58 Reduces triemes floundering + Reduces by 50% the bonus from caravans.
Atomic Bomb,                6,-2,  Sth, Las, 3, 3    ; NF     59 Uranium to appears as a trade item
Powerful Diesel Engines,    3, 0,  Sup, Wri, 2, 0    ; NP     60 1 Extra ship move
Blitzkrieg Theory,          6, 1,  Lit, nil, 0, 0    ; Phi    61 Free tech(s) by first civ to discover + 1/2 Renaissance People style
Covert Operations,          4,-1,  Plu, Lit, 0, 0    ; Phy
Atomic Bomb Program,        4, 1,  Ref, SFl, 3, 3    ; Pla    63 Increases population based pollution.
Bomber Development,         4, 0,  Ast, nil, 3, 1    ; Plu
Night Bombers,              4, 0,  Rec, nil, 3, 1    ; PT     65
Strategic Bombing,          4, 1,  Gen, nil, 3, 1    ; Pot
Air To Air Doctrine,        5,-1,  nil, nil, 2, 1    ; Rad    67 Activates airbase construction + Airlift popup if connected with Airport.
[Railroad],                 6, 0,   no,  no, 2, 1    ; RR     68 [Railroad + city squares upgraded to railroad + Reduces 1/3 caravan bonus]
Night Bombing Doctrine,     2, 1,  Pot, nil, 3, 1    ; Rec
Gun-Type Fission Weapon,    4, 0,  Che, Cor, 3, 3    ; Ref    70
Industrial Farming,         3, 1,   E1, San, 2, 3    ; Rfg    71 Activates farm building + city squares upgraded to farmland
[Republic],                 5, 1,   no,  no, 0, 2    ; Rep    72 GOVERNMENT
Chain Reaction Process,     5,-2,  Cmp, nil, 3, 3    ; Rob (Mob)
Wonder Weapons,             6,-2,  Cur, Cor, 3, 0    ; Roc
Military Keynesianism,      4, 2,  Med, nil, 0, 1    ; San    75 Decreases population based pollution.
Single-Engined Fighters,    4, 1,  Map, nil, 2, 1    ; Sea    76 Reduces the chances of triremes floundering.
Rocket Research,            4, 1,  Min, Roc, 3, 0    ; SFl
Nuclear Bomb Test,          3,-2,  Pla, Rob, 3, 3    ; Sth
NOT AXIS,                   4,-1,   no,  no, 0, 3    ; SE
Heavy Chassis,              4,-1,  Amp, nil, 1, 0    ; Stl
Improved Ship Design,       4, 1,  Ato,  MP, 2, 0    ; Sup
Sloped Armour,              6,-1,  Csc, nil, 1, 0    ; Tac
Red Sports,                 3, 2,   no,  no, 0, 2    ; The    83 1/3 activates Cathedrals + Improves Cathedrals by 1
Wind Tunnel,                4, 0,  Ast, Uni, 2, 1    ; ToG
International Trade,        4, 2,   no,  no, 0, 1    ; Tra    85 Enables the display of trade goods demanded by foreign cities.
Night Fighters,             5, 1,  Phy, Mat, 2, 1    ; Uni    86 Doubles literacy demographics.
Welded Armour,              4,-1,  Iro, nil, 1, 0    ; War
Advanced Armour Sloping,    4,-1,  Hor, nil, 1, 0    ; Whe
Paratrooper Warfare,        4, 1,   E1, Phi, 0, 0    ; Wri    89 Doubles the literacy demographics.
Future Technology,          1, 0,  Env,  NF, 0, 4    ; ...    90 Reoccurring technology + Increases game score.
Light Bomber Design,        3, 0,  Mag, nil, 3, 1    ; U1
Radar,                      3, 0,  U1,  nil, 3, 4    ; U2
Divebombers,                3, 0,  U2,  Too, 3, 1    ; U3
NOT ALLIES,                 3, 0,   no,  no, 1, 2    ; X1
NOT SOVIETS,                3, 0,   no,  no, 0, 2    ; X2    95
NOT FRENCH,                 3, 0,   no,  no, 2, 4    ; X3
NOT GERMANS,                3, 0,   no,  no, 0, 3    ; X4
NOT AMERICA,                3, 0,   no,  no, 2, 2    ; X5
NOT BRITISH,                3, 0,   no,  no, 1, 2    ; X6
NOT JAPANESE,               3, 0,   no,  no, 3, 2    ; X7    100
;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Headquarters,             10, 0,    nil,
Army Base,               100, 3,    Lit,
Supply Depot,             50, 3,    Med,
Cinema,                   10, 1,    nil,
Light Industries,         15, 1,    nil,
Listening Post,           10, 1,    nil,
Secret Police,            10, 1,    nil,
Tank Defences,            30, 0,    Lit,
Public Utilities,         20, 2,    nil, 
Commercial Bank,          20, 2,    Med,
Palace of Culture,        10, 0,    The,
Secret Science Centre,    30, 2,    nil,
no,                       17, 4,    no,
Entertainment Industry,   20, 4,    nil,
Heavy Industry,          100, 4,    nil,
Manufacturing Plant,     100, 6,    Cmb,
no,                       21, 4,    no,
no,                       21, 2,    no,
Steel Production,        100, 4,    MP,
Oil Refinery,             10, 0,    nil,
no,                       17, 2,    no,  (Nuclear Plant)
Investment Bank,          40, 4,    San,
Highways,                 20, 2,    nil,
Industrial Farming,       20, 3,    Rfg,
Improved Infrastructure,  60, 5,    San,
no,                       17, 3,    no,
no,                       11, 2,    no,
Coastal Fortifications,   40, 1,    Lit,
Checmical Industry,       60, 4,    Rfg, 
Fishing Industry,         10, 1,    nil,
Industrial Port,          80, 3,    Cmb,
[Airport],                17, 3,    no,
Military Court,           10, 2,    nil,
Naval Base,               50, 3,    Sup,
no,                        9, 0,    no,
no,                       17, 0,    no,
no,                       33, 0,    no,
[ Weapon Export ],        60, 0,    Lit,
Breadbasket of Europe,    20, 0,    nil, 
Soviet Far East,          20, 0,    nil, Hanging Gardens
Economic Centre,          20, 0,    nil, 
Japanese Sea Power,       20, 0,    nil, 
Canaris' Abwehr,          30, 0,    Inv, EVENT
White Russia,             30, 0,    nil, Oracle
Great Wall Of China,      30, 0,    nil,
Totalen Krieg,            30, 0,    Eng, EVENT
Skoda Industries,         30, 0,    nil, 
Burma Road,               20,0,     nil, 
Red October Factory,      40, 0,    nil, Michelangelo's Cath
Peenemnde Complex,       30, 0,    Alp, 
The Royal Navy,           40, 0,    nil,
Propaganda Campaign,      30, 0,    Roc,
Ruhrgebiet,               40, 0,    nil, 
October Revolution,       40, 0,    nil, J.S. Bach Cath
Speer Armaments Ministery,20, 0,    Mas, EVENT
Caucasus Oil Fields,      40, 0,    nil,
Lend Lease Program,       40, 0,    Fli,
Statue of Liberty,        40, 0,    nil, 
Eiffel Tower,             30, 0,    nil,
Great Patriotic War,      10, 0,    Dem, EVENT TECH
Narvik Iron Ore Supply,   60, 0,    nil,
Atomic Bomb Development,  100,0,    NF, 
Stalinism,                60, 0,    nil,
Ploiesti Oil Fields,      60, 0,    nil,
Soviet Academy of Sciences,60,0,    nil, 
The Ukraine,              60, 0,    nil, Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Breadbasket of Europe
nil,        ; Soviet Far East
Tra,        ; Economic Centre
nil,        ; Japanese Sea Power
nil,        ; Abwehr
nil,        ; White Russia
nil,        ; Great Wall Of China
nil,        ; Totalen Krieg
nil,        ; Skoda Industries
Tra,        ; Burma Road
nil,        ; Red October Factory
nil,        ; Peenemnde Complex
nil,        ; The Royal Navy
nil,        ; Propaganda Campaign
Tra,        ; Ruhr Gebiet
nil,        ; October Revolution
nil,        ; Secret Code Breaking Centre
nil,        ; Caucasus Oil Fields
nil,        ; Lend Lease Program
Tra,        ; Statue of Liberty
Tra,        ; Eiffel Tower
nil,        ; Great Patriotic War
nil,        ; Narvik Ore Mines
nil,        ; Atomic Bomb Program
nil,        ; Stalinism
Tra,        ; Ploiesti Oil Fields
nil,        ; Soviet Academy of Sciences
nil,        ; The Ukraine


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Heavy Battleship,         nil, 2, 10.,0, 16a,15d, 3h,3f, 80,0,  2, Sup, 010000000000001
Engineers,                nil, 0,  2.,0,  0a,1d,  1h,1f, 16,0,  5, Exp, 000000000000010
Heavy Tank,               nil, 0,  1.,0, 30a,18d, 2h,2f, 30,0,  0, Cor, 000000000000000
Jet Fighter,              nil, 1,  7.,2, 18a,14d, 2h,2f, 22,0,  3, Env, 000000000010000
Cruiser,                  nil, 2, 10.,0, 10a,10d, 2h,2f, 40,0,  2, nil, 010000000000001
Light Tank,               Ldr, 0,  3.,0, 20a,12d, 2h,2f, 12,0,  0, Cer, 000000000000000
Interceptor,              Cur, 1,  7.,2,  8a,8d,  2h,2f, 16,0,  3, AFl, 000000000010001
Imp. Interceptor,         nil, 1,  7.,2, 11a,11d, 2h,2f, 22,0,  3, Cur, 000000000010001
Cavalry Divison,          CoL, 0,  2.,0, 15a,8d,  2h,2f, 12,0,  0, Alp, 000000000000000
Katyusha,                 X2,  0,  2.,0, 30a,4d,  2h,2f, 16,0,  0, SFl, 000000001000000
Light Bomber,             AFl, 1,  7.,2, 26a,1d,  2h,2f, 16,0,  0,  U1, 000000000000000
Medium Bomber,            nil, 1,  9.,3, 30a,2d,  2h,2f, 22,0,  0, AFl, 000000000000000
Heavy Bomber,             nil, 1, 11.,3, 43a,5d,  2h,2f, 30,0,  0, Cur, 000000000000000
Infantry Division (Mech.),nil, 0,  2.,0, 20a,12d, 2h,2f, 16,0,  0, CoL, 000000001000010
Infantry Division (Mot.), nil, 0,  3.,0, 16a,8d,  2h,2f, 12,0,  1, Alp, 000000001000010
Defensive Line,           no,  0,  0.,0,  0a,25d, 2h,2f, 60,0,  1, no,  000000000000000
T-34/76,                  X2,  0,  2.,0, 26a,14d, 2h,2f, 16,0,  0, Csc, 000000000000000
T-34/85,                  X2,  0,  2.,0, 32a,16d, 2h,2f, 22,0,  0, Bro, 000000000000000
PzKpfW IV,                X4,  0,  2.,0, 28a,14d, 2h,2f, 22,0,  0, Csc, 000001000000010
Biplane Fighter,          Ast, 1,  4.,2,  5a,3d,  2h,2f, 12,0,  3, Rad, 000000000010000
PzKpfW VI Tiger I,        X4,  0,  1.,0, 37a,20d, 2h,2f, 30,0,  0, Cor, 000000000000000
PzKpfW VIB Knigstiger,   X4,  0,  1.,0, 38a,25d, 2h,2f, 36,0,  0, Lab, 000000000000000
PzKpfW V Panther,         X4,  0,  2.,0, 32a,18d, 2h,2f, 26,0,  0, Bro, 000000000000000
Panzerschiffe,            X4,  2, 13.,0, 11a,13d, 3h,3f, 50,0,  2, nil, 010000000000001
Junkers-87 Stuka,         X4,  1,  7.,2, 28a,4d,  2h,2f, 16,0,  0,  U3, 000000000000000
Heavy Artillery,          nil, 0,  1.,0, 27a,2d,  2h,2f, 22,0,  0, Alp, 000000001000000
Ground Attack Aircraft,   nil, 1,  7.,2, 24a,2d,  2h,2f, 16,0,  0,  U3, 000000000000000
Aichi D3A1,               X7,  1,  8.,2, 27a,2d,  2h,2f, 16,0,  0,  U3, 000000000000000
Escort Fighter,           Cur, 1,  7.,3,  6a,10d, 2h,2f, 16,0,  1, AFl, 000000000010000
Imp. Escort Fighter,      nil, 1,  9.,3,  9a,13d, 2h,2f, 22,0,  1, Cur, 000000000010000
M36 Jackson,              X5,  0,  1.,0, 32a,16d, 2h,2f, 30,0,  0, Cor, 000000000000000
JS-2,                     X2,  0,  1.,0, 40a,20d, 2h,2f, 30,0,  0, Lab, 000000000000000
Flying Bomb,              X4,  1, 15.,1, 40a,5d,  2h,2f, 12,0,  0, Roc, 001000000000000
Battleship,               nil, 2,  8.,0, 13a,13d, 3h,3f, 60,0,  2, nil, 010000000000001
Destroyer,                nil, 2, 11.,0,  9a,9d,  2h,2f, 26,0,  2, nil, 110000000000001
M4 Sherman,               X5,  0,  2.,0, 25a,15d, 2h,2f, 22,0,  0, Csc, 000000000000000
Flak Battery,             nil, 0,  1.,0,  0a,11d, 2h,2f, 22,0,  1,  U2, 010000000000000
Il-2 Sturmovik,           X2,  1,  7.,2, 28a,6d,  2h,2f, 16,0,  0,  U3, 000000000000000
Medium Tank,              Bro, 0,  2.,0, 23a,13d, 2h,2f, 22,0,  0, Ldr, 000000000000000
Imp. Medium Tank,         nil, 0,  2.,0, 28a,15d, 2h,2f, 26,0,  0, Bro, 000000000000000
U-Boat XXI Type,          X4,  2, 15.,1, 10a,9d,  2h,2f, 22,0,  0,  NP, 010000000001001
Submarine,                nil, 2,  7.,1,  9a,8d,  2h,2f, 22,0,  0, nil, 010000000001001
Aircraft Carrier,         nil, 2,  8.,0,  0a,8d,  2h,2f, 50,0,  2, nil, 010000010000001
Cargo Ship,               SE,  2, 11.,0,  0a,1d,  2h,2f, 22,3,  4, nil, 010000000000000
Merchant Ship,            X1,  2, 10.,0,  0a,1d,  2h,2f, 26,2,  4, nil, 010000000000000
Atomic Bomb,              nil, 1,  9.,3, 99a,3d,  2h,2f,127,0,  0, NF,  001000000000000
Fighter,                  Cur, 1,  7.,2, 10a,6d,  2h,2f, 16,0,  3, Ast, 000000000010000
Imp. Fighter,             nil, 1,  9.,2, 13a,9d,  2h,2f, 22,0,  3, Cur, 000000000010000
Trade Goods,              Mob, 0,  2.,0,  0a,3d,  2h,2f, 12,0,  7, Tra, 000000000000010
Trade Commodities,        SE,  0,  2.,0,  0a,3d,  2h,2f, 12,0,  7, Tra, 000000000000010
Garrison,                 nil, 0,  1.,0, 10a,16d, 2h,2f, 12,0,  1, Alp, 000010001000001
Waffen SS,                X4,  0,  1.,0, 20a,12d, 2h,2f, 12,0,  0, Phy, 000001001000010
Commandos,                X6,  0,  1.,0, 18a,12d, 2h,2f, 12,0,  0, Phy, 000001001000010
Foreign Legion,           X3,  0,  1.,0, 18a,10d, 2h,2f, 12,0,  0, Phy, 000001001000010
US Marines,               X5,  0,  1.,0, 20a,10d, 2h,2f, 12,0,  0, Phy, 000000001000110
Imperial Marines,         X7,  0,  1.,0, 18a,12d, 2h,2f, 12,0,  0, Phy, 000000001000110
Red Guard,                X2,  0,  1.,0, 17a,15d, 2h,2f, 12,0,  0, Phy, 000001001000010
Marines,                  nil, 0,  1.,0, 16a,8d,  2h,2f, 12,0,  0, Phy, 000000001000110
Infantry Division,        Phy, 0,  1.,0, 16a,12d, 2h,2f,  6,0,  0, Alp, 000000001000010
Imp. Infantry Division,   nil, 0,  1.,0, 18a,14d, 2h,2f,  6,0,  0, Phy, 000000001000010
Airborne Division,        Amp, 0,  1.,0, 16a,8d,  2h,2f, 12,0,  0, Wri, 000000101000010
Imp. Airborne Division,   nil, 0,  1.,0, 18a,12d, 2h,2f, 16,0,  0, Amp, 000000101000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,              2,3,  0,1,0,   yes, 1, 5, 5,   no,  1, 5,  3,  no,   ; Drt
Plains,              1,2,  1,1,0,   yes, 1, 5, 1,   yes, 3,20,  1,  no,   ; Pln
Grassland,           1,2,  2,1,0,   yes, 1, 5, 2,   yes, 3,20,  1,  no,   ; Grs
Snowy Taiga,         2,4,  1,1,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,   ; For
Hills,               2,3,  1,0,0,   no,  1,10, 0,   yes, 6,20,  1,  no,   ; Hil
Mountains,           3,6,  0,1,0,   no,  3,10, 0,   no,  1,10,  6,  no,   ; Mou
Winterland,    	     2,4,  2,1,0,   yes, 1, 5, 2,   yes, 3,20,  0,  no,   ; Tun
Industrial Land,     2,4,10,10,10,  no,  0, 0, 0,   yes, 5,20,  1,  no,   ; Gla
Not Industrialised,  1,2,  1,1,0,   yes, 1, 10,2,   no,  0,15,  0,  no,   ; Swa
Tropic Forest,       2,4,  1,0,0,   Pln, 0,15, 6,   no,  0,15,  0,  no,   ; Jun
Ocean,               1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Oce
Desert Village,      1,3,  3,1,0,
Chemical Facilities, 1,2,  1,3,6,
Grassland,           1,2,  2,1,0,
Paper Mill,          2,4,  1,2,4,
Factory Complexes,   2,3,  1,6,3,
Coal Working,        3,6,  0,6,4,
Petrol Dump,         2,4,  0,0,5,
Super Industries,    1,4, 15,15,15,
Minerals,            1,2,  1,1,0,
Rubber,              2,4,  4,0,10,
Trade Route,         1,2,  2,0,8,
Oil,                 1,3,  2,4,20,
Factory Complexes,   1,2,  3,5,2,
Grassland,           1,2,  2,1,0,
Mill,                2,4,  1,4,2,
Industrialized Mine, 2,3,  1,6,3,
Ruhr/Ural Industry,  3,6,  0,30,60,
Supply Base,         2,4,  1,4,0,
Super Industries,    1,4, 15,15,15,
Local Merchants,     1,2,  1,0,1,
Rubber,              2,4,  4,0,10,
Fisheries,           1,2,  4,2,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Neutral Economy,Leader,      Leader
Imperial Economy,Emperor,    Emperor
State Economy,  Fhrer,      Fhrer
War Economy,    Commander-in-Chief, Commander-in-Chief
Market Economy, Prime Minister,Prime Minister
Plan Economy,   Premier,     Premier


;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1,  1, -1,     3, Reichskanzler, Reichskanzlerin, 5, Bundeskanzler, Bundeskanzlerin
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,   -1, -1,  1,     4, Guerre Prsident, Guerre Prsident, 5, Prsident, Prsident
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  1,     1, Neutral Leader, Neutral Leader,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,    -1,  1, -1,     6, Premier, Premier, 5, President, President
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Emperor, Emperor, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,    -1, -1,  1,     5, Prime Minister, Prime Minister, 4, Wartime PM, Wartime PM
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1,  1, -1,     2, Emperor, Emperor, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1, -1,  1,     5, President, President, 4, Wartime President, Wartime President
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Textiles,
Chemicals,
Luxery Goods,
Low Grade Minerals,
Farm Products,
Coal,
Steel,
Oil,
Rubber,
Iron Ore,
Gold,
Outdated Machinery,
Energy,
Scrap Metals,
Poor Consumer Goods,
Nuclear Material,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Private (easiest)
Major
Colonel
General
Field Marshal
Commander in Chief

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













